Performance improvements when rendering textures. Found an fixed a bug when attacking remote fields that belong to the default player.

This commit is contained in:
Tim Schubert 2016-01-29 01:06:09 +01:00
parent a2ddbcbeeb
commit 439d2ce868
8 changed files with 236 additions and 75 deletions

View file

@ -5,6 +5,7 @@ void Game::handle_event(SDL_Event *event)
{
static SDL_Point window_size;
std::string input;
std::ostringstream prompt;
switch (event->type)
{
case (SDL_QUIT):
@ -44,7 +45,11 @@ void Game::handle_event(SDL_Event *event)
{
this->grid->handle_event(event);
this->field_box->handle_event(event);
this->upgrade_box->handle_event(event);
if (this->started)
{
this->upgrade_box->handle_event(event);
}
}
break;
case SDL_KEYDOWN:
@ -79,13 +84,10 @@ void Game::handle_event(SDL_Event *event)
if (this->text_input_box->get_active())
{
this->text_input_box->stop();
this->test_box->set_visible(false);
}
else
{
this->text_input_box->start();
this->test_box->set_visible(true);
}
break;
case SDLK_RETURN:
@ -133,16 +135,47 @@ void Game::handle_event(SDL_Event *event)
{
this->text_input_box->handle_event(event);
}
break;
default:
if (event->type == BOB_MARKERUPDATE
|| event->type == BOB_NEXTROUNDEVENT
|| event->type == BOB_FIELDUPDATEEVENT
|| event->type == BOB_FIELDSELECTEDEVENT
if ((event->type == BOB_MARKERUPDATE || event->type == BOB_FIELDSELECTEDEVENT)
&& !this->text_input_box->get_active())
{
this->grid->handle_event(event);
this->field_box->handle_event(event);
if (this->started)
{
this->upgrade_box->handle_event(event);
}
for (Player *p : this->players)
{
p->handle_event(event);
}
}
if (event->type == BOB_NEXTROUNDEVENT || event->type == BOB_FIELDUPDATEEVENT
|| event->type == BOB_FIELDUPGRADEVENT)
{
this->grid->handle_event(event);
this->field_box->handle_event(event);
this->upgrade_box->handle_event(event);
for (Player *p : this->players)
{
p->handle_event(event);
}
}
else if (event->type == BOB_PLAYERADDED && !this->started)
{
Player *added = (Player *) event->user.data1;
if (event->user.code == 0)
{
this->players.push_back(added);
prompt << "Added Player: " << added->get_name();
}
else
{
prompt << "Failed to add Player: " << added->get_name();
delete added;
}
this->text_input_box->prompt(prompt.str());
}
break;
}
@ -160,51 +193,73 @@ void Game::command(std::string input)
{
prompt << "This is a test!";
}
else if (input == "next" && this->started)
else if (input == "debug")
{
Player *last_player = Player::current_player;
this->turn = this->turn + 1;
if (this->turn == players.size())
//this->debug->toggle();
}
else if (input == "next")
{
if (this->started)
{
this->turn = 0;
trigger_event(BOB_NEXTROUNDEVENT, 0, (void *) last_player, (void *) Player::current_player);
Player *last_player = Player::current_player;
this->turn = (this->turn + 1) % players.size();
Player::current_player = players[turn];
if (this->turn == 0)
{
trigger_event(BOB_NEXTROUNDEVENT, 0, (void *) last_player, (void *) Player::current_player);
}
else
{
trigger_event(BOB_NEXTTURNEVENT, 0, (void *) last_player, (void *) Player::current_player);
}
prompt << "Next player is: " << (Player::current_player)->get_name();
}
else
{
trigger_event(BOB_NEXTTURNEVENT, 0, (void *) last_player, (void *) Player::current_player);
prompt << "The game was not started yet!";
}
Player::current_player = players[turn];
prompt << "Next player is: " << (Player::current_player)->get_name();
}
else if (input == "surrender")
{
//Player::current_player->surrender();
}
else if (!this->started && input.substr(0, 10) == "add player")
else if (input.substr(0, 10) == "add player")
{
Player *added = new Player(input.substr(11, std::string::npos));
if (!this->grid->place(added))
if (!this->started)
{
prompt << "Failed to add player:" << added->get_name();
delete added;
Player *added = new Player(input.substr(11, std::string::npos));
this->grid->set_selecting(true, added);
prompt << "Select a place, please!";
this->text_input_box->stop();
}
else
{
this->players.push_back(added);
prompt << "Added player " << added->get_name();
prompt << "The game has already been started. No additional player will be accepted for this game. ";
}
}
else if (input == "start" && !this->started)
else if (input == "start")
{
this->start();
this->started = true;
prompt << "Started the game.";
if (this->players.size() < 2)
{
prompt << "Please add at least one player, before starting the game.";
}
else if (!this->started)
{
this->start();
this->started = true;
prompt << "Started the game.";
}
else
{
prompt << "The game has already been started!";
}
}
this->text_input_box->prompt(prompt.str());
}
void Game::start()
{
this->players.erase(players.begin()); // remove default player from vector
std::random_shuffle(players.begin(), players.end());
this->turn = 0;
Player::current_player = players[0];
@ -222,14 +277,16 @@ int Game::game_loop()
{
this->move_timer->reset_timer();
SDL_Point move_by = {(this->move[1] - this->move[3]) * 20, (this->move[0] - this->move[2]) * 20};
this->grid->move(move_by);
if (move[0] || move[1] || move[2] || move[3])
{
this->grid->move(move_by);
}
}
if (this->frame_timer->get_timer() > 255)
{
fps = frame_counter / (this->frame_timer->reset_timer() / 1000.0);
frame_counter = 0;
std::cout << fps << std::endl;
this->test_box->load_text(std::to_string(fps));
frame_counter = 0;
}
SDL_Event event;
while (SDL_PollEvent(&event))
@ -250,7 +307,6 @@ void Game::render()
this->renderer->set_draw_color({0x0, 0x0, 0x0, 0xff});
this->renderer->clear();
this->grid->render(this->renderer);
this->test_box->render(this->renderer);
this->field_box->render(this->renderer);
this->upgrade_box->render(this->renderer);
this->text_input_box->render(this->renderer);